11ย years, 4ย months ago
Highlights
Community contributions featuredJust to elaborate some more, chaining shaders would require you to output to an FBO at each stage, this takes up quite a bit of VRAM if they are RGBA32. Also, keep in mind thatโฆ
11ย years, 4ย months ago
11ย years, 6ย months ago
I'm working on a design for a pipelining game engine, with data some parallelization at each pipeline stage as well. If I have 4 stages (input/networking, physics/animatiโฆ
13ย years, 3ย months ago
I started working on an atmospheric shader. I don't want it to look exactly like the earth everytime, so I looked for more configurable scattering algorithms. I came acrossโฆ
14ย years, 2ย months ago
[color=#323D4F]So I wrote a basic planet shader which takes a very low poly (32 triangles) sphere and tessellates it to up to 2 million triangles of detail for the surface of thโฆ
14ย years, 2ย months ago
Latest Activity
See all in DiscussionsJust to elaborate some more, chaining shaders would require you to output to an FBO at each stage, this takes โฆ
11ย years, 4ย months ago
Are you planning on doing this in real-time in a shader? I ask because that could result in quite a โฆ
11ย years, 6ย months ago
*Obligatory don't do it yourself unless you really have to reply!* Before you delve into this, have you looked โฆ
11ย years, 9ย months ago